Left 4 Dead 2

Left 4 Dead 2

SoundScript Manifest Base [SSMB]
17 opmerkingen
Mortis™ 5 okt 2024 om 14:15 
Can I ask how I might go about doing so?
мяFunreal  [auteur] 3 okt 2024 om 11:23 
i haven't thought about it, but i don't see why it wouldn't work.
Mortis™ 3 okt 2024 om 7:42 
Something I've been trying to do is have each L4D1 campaign play their own different zombat music, specifically the horde drums, my method works on local servers but not online. Would it be possible to add custom zombat and have it work online with this mod?
мяFunreal  [auteur] 15 mrt 2024 om 10:40 
yeah. that's possible.
You could replace the content of all the various zombat sound definitions with the same thing, so that all of them essentially play the same sounds.
____ 15 mrt 2024 om 10:18 
I wonder if this possible to make all map play only 1 zombat music file? So that i don't have to replace all zombat music to custom music or something
мяFunreal  [auteur] 13 feb 2024 om 4:39 
Good luck, have fun 👌
мяFunreal  [auteur] 12 feb 2024 om 16:58 
No, sadly not.
You can only have one script active that edits a specific sound.
But you can make one sound entry load multiple soundfiles using "Rndwave" instead of "wave".

Example:
"Bat.Miss"
{
"channel" "CHAN_WEAPON"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" ")weapons/bat/bat_swing_miss1.wav"
"wave" ")weapons/bat/bat_swing_miss2.wav"
}
}
мяFunreal  [auteur] 21 apr 2022 om 17:55 
that might work. but if you're gonna unpack the mod anyways, might as well get the cache there
Kio- 21 apr 2022 om 6:24 
I'm talking about having a sound.cache packed inside the mod .vpk, the soundcache was generated beforehand with snd_buildsoundcachefordirectory referencing only the files used by the mod. That way the sounds and cache is neatly packed away and would never have to be touched by the end user, only the script would require manual installing.
мяFunreal  [auteur] 21 apr 2022 om 4:10 
you can only have one soundcache per "content folder"
so either you remake the soundache all the time, or you keep making new folders over and over again just to have more soundcaches
Kio- 21 apr 2022 om 3:18 
Is there any known limit to the amount of soundcaches that can be used?
Unless I'm missing something I feel like the process could be simplified a bit by having mods include a soundcache for any .wav sound they use, instead of unpacking and making one big centralized cache.
мяFunreal  [auteur] 6 apr 2022 om 5:09 
yep. you can just add a new sound event to the firing sequence and make a soundscript entry for that. but i think l4d2 has leftover shell sounds already.
Christinson 6 apr 2022 om 4:10 
do you think this could be used to make shell sound effects when firing certain weapons?
мяFunreal  [auteur] 6 apr 2022 om 3:48 
you could. as long as the game isn't forced to cut it short like saferoom music and death music
★sauvage★ 5 apr 2022 om 21:33 
With this can i use a 4 min music for escape song? Skinonourteeth
Legoshi's Lover 21 jan 2022 om 4:49 
I won't use this, but I must say this is very much needed for many sound mods, and for that I will give it a thumbs up. Thanks.
Christinson 20 jan 2022 om 1:44 
genius